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-
- ALONE IN THE DARK 2
-
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-
- by Richard Liblanc
- with thanks to Hugues Lamy and Frankie McNeil
- HTML: Joel McAllister
-
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- General Hints and Tips
-
- 1. The Gardens
- 2. The Cave
- 3. The Gardens Again
- 4. The Basement
- 5. The House
- 6. The Cute Part: Play as Grace Saunders!!!
- 7. Back as Carnby: The Revenge
- 8. Grace Again
- 9. Back as Carnby: The End
-
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- GENERAL HINTS AND TIPS
-
- * Fighting can be made really easy by always closing on your target and
- punching them as often as you can. Most of the time, they will keep
- shooting toward but behind you. Most of the thompson guys are poor
- aimer and they often fire at some spot on the wall instead of at you.
- Stay close to the walls sometimes (specially true in the garden).
- * There is a strange bug you can use to go through some doors and walls.
- When you have a sword, close on the door and make the "dive attack"
- (when you make one step forward while attacking). You'll be able to
- pass through most of the doors (with VERY erratic results though).
- * This walkthru does not tell you when to drink your vials and when to
- reload your guns. You might spend a lot more ammo than I did so maybe
- you'll have to improvise. Maybe the walkthru wont tell you how to get
- all the storyline elements (books, pictures, etc.). They are pretty
- obvious and I know you will get all the things the dead guys will leave
- behind :).
- * Remember that some weapons seems really weak in attacking power but
- they can be very useful when speed is important (the revolver, the
- beater and the good old punch for example).
- * A rule of thumb : always take everything a dead guy leaves behind. I
- think I forgot some stuff like "take the key" or "take the book" but
- you should be able to figure what to take.
- * Finally, I played the game with the french version and some objects
- might have different names. Sorry for the incovenience and for my bad
- english.
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- I - THE GARDENS
-
- * Kill the guy with your bare hands and take his thompson, the clip and
- the vial.
- * Run down the alley to the big statue of the anchor, push it and enter
- the gardens. If you make your move fast enough, you should be able to
- avoid the thompson guys.
- * There is someone just behind that corner. Kill him from the corner and
- take the picture.
- * Turn right, get rid of the thompson guy, take the clip and the vial. Go
- where that guy came from.
- * Take the rope, remember you saw a DIAMOND card.
- * Go back where you found the picture, walk to the crossroad. When you'll
- walk past the crossroad, another "hey you" will appear. Fill him with
- lead and take the way to the top of the screen.
- * Now that guy is a real pain. Dont let him close on you. Stick to the
- left wall and fire your thompson at him. If you kill him now, he wont
- bother you again. ( that's the case of most of the bad guys in the
- gardens, they sometimes track you even if you never "met" them). Go the
- dead end and take the clip.
- * Go back to the crossroad and go to the bottom of the screen. There will
- be another tough guy in trench coat. Kill him and continue your way
- until you find the grapplin. Another "hey you" will appear. If you're
- not fond of killing, step on the diamond card. If you intend to step on
- another card, well, save first.
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- II- THE CAVE
-
- * Go straight forward and get rid of that green guy.
- * Go take the vial and forget about the ladder for now. Go to the other
- part of the cave.
- * Push the chest to make the altar raise. Watch out fot the ghost! Dont
- worry, he's thompsonable. Take the pirate's saber.
- * If you have some "friends" waiting for you at the entrance (place with
- 4 cards on the ground), it would be a good idea to use the mettalic
- jack on the altar so you can escape via the other trap. If not, forget
- about the jack and get out of the cave.
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- III - THE GARDENS AGAIN
-
- * If both cases, you should make your way to a 3-ways intesection. Go in
- the L-path, be scared by the demonic face and turn left. Shoot the fat
- 12-gauge wielding gangster and proceed. (not turning will get you back
- near the crossroad, geez, you're so curious, trust me a little more!).
- * Cut the weaving branches with your saber and SAVE! See that little
- brown spot behind the trees? That's Shorty Leg and he's quite tough to
- kill. Best way to kill him is to hide behind the statue and use
- everything you've got, especially the revolver. Dont worry about
- spending all your ammo. Just kill him.
- * Take the vial and use the grapplin. Use the grapplin again to make the
- statue's arm move and enter.
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- IV - THE BASEMENT
-
- * Darn! No more weapons! Take everything you see (a nickel, a crank and a
- paper bag).
- * You can cry on Stryker's corpse if you want but take his notes and the
- pipe-pick. (sorry, cant remember the right word for it now...). Pushing
- Stryker off the cliff seems a bad idea but i never did it. Lemme now if
- it changes something later in the game...:)
- * To open the locked door, you need to use the paper under the door then
- the pick. You'll get the key and you'll get inside.
- * There are two ways to get rid of that sitting guy : The "nice" way :
- Get behind the barrel, just beside the lever. Use the paper bag twice,
- wait until the guy raises to his feet and push the lever. The "direct"
- way: Tease the guy, fight with him and try to make him fall the
- cliff...
- * Take the shotgun, the book and the vial. Go right behind the
- grandfather clock and use the crank to open the secret passage. go
- there and take the shotgun shells.
- * To get rid of Musicman, just tear his pact( the paper you used to get
- the key). Dont forget to take the hook.
- * As you might hear now, there is some heavy shooting nearby. Take the
- beater and go to the door. DONT GO UPSTAIRS YET!!!
- * To kill those two guys, stay in the doorway shoot the first guy, go
- backward and wait for the other guy to show up.
- * Those two guys were shooting at some rotating cards. Try to align 4
- diamonds to open the door. 90 degrees rotations are possible, you just
- have to be well positioned.
- * Kill that guy and get into the cellar. Get the vial (i never found any
- use to the whiskey bottle. HINT: save before drinking). Use the nickel
- in the slot machine to get two tokens. You might also take the book in
- the back of the room.
- * Return to the shooting gallery. Kill that guy and take the bag. You can
- also try to get the bag w/o worrying about the guy because he's so
- drunk but he might shows up a while later...
- * Open the bag and put on the Santa suit. Okay, you look silly, but at
- least that little pest upstairs wont alarm everyone.
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- V - THE HOUSE
-
- * Turn right and make your way to the kitchen. Watch out for the statue!
- Try to walk near the door.
- * In the kitchen, take the frying pan and get near the eggs. Listen to
- what T-Bone tells you and get ready to fight him. The pan is the best
- weapon because it will block incoming darts.
- * Take the wine from the stove and the poison beside the dumbwaiter. Use
- the poison with the wine.
- * Get near the door in front of the statue and drop your special wine.
- Wait for results.
- * Big Evil Hint : To get rid of that little pest walking down the hall
- and to remove any danger from the statue, wait until that little fellow
- walks before the statue and start running to trigger the trident. Duck
- in the kitchen and wait for result. Voila!
- * Go through the door you opened with the wine and use your two tokens in
- the juke-box in front of the statue. The golden token will make a
- doublon appear and the wooden token will open the door.
- * Get in the new room and take all the war material (bulletproof
- vest,clip, Thompson).
- * Now go just beside the statue with the trident and take the crown. Now
- go upstairs. (i know, i know, there are still two doors left closed,
- more on them later).
- * Kill that laughing zombie first. Best way to do it is too close on him
- and punch, close again, punch, etc. He'll always miss you with his gun
- and you wont have any problems getting rid of him (it will take some
- time though). Open the door and get in the hall. Open the door in the
- middle hall.
- * The guy will throw a derringer. Take it and use it quick. Take the
- sword. There are a scroll and a book to find in the bookshelf. Get back
- in the hall and open the nearest door (the other door at the end of the
- hall is the bathroom, no need to go there).
- * The two ghost arms are protecting the other half of the scroll. It is
- not required to get the scroll but strongly suggested if you want to
- solve the next puzzle by yourself. Use the sword to kill the arms, stay
- right beside the window, hack, get back, hack again and so on.
- * CHESS AND MAGIK (the riddle) : Use the crown on the white statue. Go in
- the magic room and take the amulet. (the door in the magic room is
- another bathroom).
- * Two things to take, a vial and a note. Open the door and go immediately
- to the left and take the thompson with the clip. Stay right where you
- are and get ready to thompson two baddies. If you still have your
- bulletproof vest, there is no problem, otherwise, try to make the
- gangster fire on the karateka. (remember to USE you bulletproof vest
- though)
- * Take the grenade and the key. Dont open the door yet. Get in the open
- room and use the doublon in the jack-in-the-box. Take the pompon.
- * Now open the door and get inside the room. The only way to get rid of
- the clown is to throw the pompon through the archway. The right
- position is difficult to find. Let the clown go after the pompon and
- use the grenade in the chimney. SAVE!!!. Go down.
- * The grenade killed two of the baddies but there are still a lot of
- people down here. The best way to kill them all is to get out as fast
- as you can and wait for them in the kitchen or the lobby. Slash them
- when they go through the door. The beater is one of the bet weapon
- because it's so fast. You could try the Santa suit again but i'm not
- sure it will work. If someone find an easy way, let me know...
- * Take the red ball from the christmas tree and go upstairs again in the
- pool room.
- * Use the ball on the big box with holes. Use the key on the door and go
- inside. Wait for result and dont panic.
- * Listen to what Jack tells you and when he's done, use the hook to get
- out of here.
- * You can try anything you want but you'll always get captured by
- Elizabeth. The wisest thing to do is to go downstairs and walk toward
- the kitchen.
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- VI - THE CUTE PART : PLAY AS GRACE SAUNDERS!!!
-
- * If you havent figured out that you're now Grace, well...First thing to
- do is to try all those cute moves (gna gna gna gna). Now push the plank
- so you can get out. Go near the parrot, take the seeds, the sandwich
- and the pepper. Give the seeds to the parrot if you want a clue.
- * Get out of the room and IMMEDIATELY go to your left. Hide in the small
- niche until the pirate stops walking. Go back to the ladder as fast as
- you can. By the way, it's the ladder at the end of the hall, not the
- middle one. You dont have much time until the pirate starts chasing you
- again so make it quick.
- * Dont tease that pirate and climb the other ladder.
- * Now you're going to play hide and seek with the crew. You must find a
- safe way to the open hatch without anyone noticing you. Go behind the
- sitting guy. Make your way to the edge of the ship and get behind the
- boxes. By the way, for a cute moment, try to fall into the Start trap.
- Before going down, take the flint&steel on the deck.
-
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- --------------_
- | Boxes |_| End
- |
- |
- Mast | X Mast
- | X
- | X
- _ |
- |_| | Boxes
- Start
-
- * Take the small cannonfrom the chest, the vase from the shelf and the
- stick next to the bed.
- * Now, position yourself right in front of the door, put down the cannon,
- use the pepper on the cannon. Throw the vase, wait until the pirate
- comes close and use the flint&steel on the cannon. Take the bell and
- get out the room.
- * Go through the door in front of you. Take the chicken's foot get near
- the blue plate, ring the bell and get inside the dumbwaiter. Take the
- key.
- * Use the key on the locker in the kitchen and get the molasse and the
- freezer. When you'll try to get out of the kitchen, you'll hear a
- familiar "hey you!". Get back in the kitchen and use the freezer in the
- doorway.
- * Go upstairs and do the same thing with the molasse. Go to the pool
- room. Get the token if you want (havent the slightiest idea of what to
- do with it). Go into the room with the cell and use the stick behind
- the desk with the broken plate in the corner of the room. You'll find
- the key and another book.
- * The door to the chamber and magic room will now open. Get into the
- magic room and use the stick on the plate. Get back in the kitchen and
- hope you placed the ice at the right spot. Go next to the dumbwaiter
- and ring the bell again.
- * Captured again....
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- VII - BACK AS CARNBY : THE REVENGE!
-
- * Get the key to free yourself and kill that pirate with your bare hands.
- Take the the sword, use it and follow Grace outside. Dont worry if you
- lose track of Grace. Kill anything you encounter.
- * The guy outside will leave the fuse behind. Get it and go through the
- door in front of you. Kill the two guys and get the fire-iron and the
- pliers as well as the key in the corner of the room. Get out.
- * Go through the door next to the niche where Grace hid, kill the guy and
- take all his stuff (gun ammo,chainmail,vial,gun).
- * Push the barrel to the left and get the chainmail.
- * Go through the door at the end of the hallway, close on the pistol
- pirate with your sword, take the ammo and the vial. Dont let anyone get
- in your way to the locked door on that deck. Use the key to get inside.
- * You're in the gunpowder room. think twice before firing your gun. Use
- the sword to kill the swordmaster, get the book and the gunpowder
- barrel. Get on the upper deck.
- * Open all the doors you can, there are two rooms you can enter. A
- sleeping room (dont stay inside too long because you dont want to wake
- those pirates) and a room with a cannon. kill the guy sleeping next to
- the cannon and use the pliers to free the cannon. Now PUSH the cannon
- to the left (this move is difficult, the right position is hard to
- find). Drop the barrel anywhere in the sleeping room( Carnby always
- places the barrel next to the wall).
- * Use the fuse on the cannon and use the fire-iron for a nice show...
- * Go into what's left of the sleeping room. Take the vial and the gold
- pieces.
- * Use the gold pieces near the locked doors and kill the two dwarves. Go
- where they came from, take the vial. Go kill the cook behind the door,
- take the metallic diamond card and use it on the last locked door.
- * Enter and fall (again) under Elizabeth's spell...
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- VIII - GRACE AGAIN!
-
- * And Grace saves the day...Use the stick on the statue, get into the
- room and use the chicken's foot. Bye Bye Elizabeth!
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- IX - BACK AS CARNBY : THE END!
-
- * First, FLEE! that ghost is way too tough for you. Climb the ladder to
- get on the main deck.
- * Kill everyone on the bridge. Get the hook and climb up the mast. Wait
- for the guy, hit him once with your sword to make him fall. Use the
- hook on the rope. Kill the karateka. jump down and take Nichol's sword.
- * Free Grace with the pliers. Run to the cannons to stop the fuse. Now
- kill One-Eye Jack! Dont forget to use Nichol's sword and watch out for
- fake deaths!
- * Guess what? THE END!
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- V1.0 (14/1/94)
-
- Send comments/complaints/gripes/suggestions/corrections/money
- via e-mail to : liblanc@info.polymtl.ca
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